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blankseplocked [Proposal] Add skill which reduces Jump Clone timer just a little bit.
 
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Nian Banks
Minmatar
Berserkers of Aesir
Posted - 2009.08.17 14:20:00 - [61]
 

I personally believe that when CCP created jump clones and set it to a 24 hour cooldown, they wernt thinking, honestly if you only want people to use jump clones once a day, it has to be less than 24 hours, otherwise if you use it each day, after a week or so you will find the cooldown will happen outside your playtime and instead of waiting 24 hours, it will be almost 48. It should be 23:30 hours so as to allow the user to jump once a day without fail.

[Troll]For those who just say no, I cry a little inside every time I think that one day your stupid genes will be passed onto the next generation.[/Troll]

Kaito Haakkainen
Posted - 2009.08.17 21:21:00 - [62]
 

Originally by: CommanderData211
I think a good solution might be to be able to jump twice within a 48 hour period. This allows people to conduct business and come back while still limiting clone jumping to the same number of overall jumps. Takers?

Gneeznow
Minmatar
Ship spinners inc
Posted - 2009.08.17 21:44:00 - [63]
 

agree

RansomList
Posted - 2009.08.17 21:44:00 - [64]
 

no

ChinaWillGrowLarger
Narwhals and Bacon
Posted - 2009.08.17 21:46:00 - [65]
 

hell no

Mobius Fierce
Posted - 2009.08.24 21:55:00 - [66]
 

I am Mobius Fierce and I support this proposal.

Uronksur Suth
Posted - 2009.08.24 22:09:00 - [67]
 

Why do people keep trying to get a reduction on the jump clone timer? No.

Mobius Fierce
Posted - 2009.08.24 22:19:00 - [68]
 

Originally by: Uronksur Suth
Why do people keep trying to get a reduction on the jump clone timer? No.
Not all of us play 23/7. The time we do play is valuable. We can always fall back on pod jumping to get into the action, but that brings up the question "Why should character farmers get skills faster than those actually playing the game?"

Orakkus
Minmatar
m3 Corp
Posted - 2009.08.24 23:34:00 - [69]
 

Hmm.. as much as I would like this.. and I really would, I can't support it. A change of that nature would disproportionally benefit two groups that already have significant advantages. Very active players and larger alliances. Bigger alliances in general benefit more from logistical changes than smaller ones do, and this is most definately a logistical change. The more active players will be able to operate between multiple locations, with less concern about having to worry about putting themselves in harm's way. This would make wardecs more difficult to prosecute, Bountied players easier to get away, defense fleets would be proportionally larger, but so would staging location attack fleets (both of which benefit larger alliances over smaller ones).

As far as Verys second argument, if you are operating in 0.0 space, its generally easier just to fly a clone down in a cheap ship to a station, buy the ship you want there, even if it is more expensive,(dependent of course on how well stocked it is), then jump back and forth as the desire arises.

Sorry, not supported.. though much desired.

Synseer
Excrutiating Dirge
Posted - 2009.08.25 06:37:00 - [70]
 

supported, 2j in 48 hoours or just simply reduced jump clone timers. more paticipation = more pvp

Ishquar Teh'Sainte
Euphoria Released
Merciless.
Posted - 2009.08.25 07:06:00 - [71]
 

Originally by: Avalloc

Case in point you normally log in at 8pm and play until Midnight. On Monday you log in with a fresh timer seeking something to do. At 10pm, in another Region a battle calls for your participation. You have a Jump Clone stored there and make the jump and have a merry good time until Midnight when you log off. Tuesday you log in at 8pm and discover there is action taking place in your home Region. Unfortunately you still have two hours to wait out the timer and have to miss out.



NOT supported.

bolded the reason. EVE doesn't need more "instant projection of power" over several regions. the ability of pilots to move on a whim makes "logistics"/their interception even less important. it's already bad as it is, it doesn't need to be worsened.

just a thought:
you have several regions under your control, your alliance is fighting a war against neighbour A, on monday you engage them on their turf. on tuesday neighbour B decides "hey, they aren't at home, now we could try to sneak in through the 'backdoor'" ... "suddenly" all your pilots are back home and killing off every attempt by B.

the impossibilty to intercept such pilot movements makes controlling travelroutes less important and puts the emphasis of such a conflict on singular spots (like: station-systems, POSes) ... guerilla tactics are useless, large scale battles the only way to achieve anything.

"time" & "space" are important factors as they limit the projection of power. if you have to fly for 2h, having to pass 60+ "chokepoints" (in- & outbound gate) controlling space has a different notion as when you just have to use a jumpclone.

EVE definetly doesn't need the projection of power over several regions being easier than it already is.

ElanMorin6
Garoun Investment Bank

Posted - 2009.08.25 07:08:00 - [72]
 

Originally by: Nian Banks
I personally believe that when CCP created jump clones and set it to a 24 hour cooldown, they wernt thinking, honestly if you only want people to use jump clones once a day, it has to be less than 24 hours, otherwise if you use it each day, after a week or so you will find the cooldown will happen outside your playtime and instead of waiting 24 hours, it will be almost 48. It should be 23:30 hours so as to allow the user to jump once a day without fail.


++


Especially given TQ's daily downtime I've never been able to understand why the cooldown wasn't 23 hours instead of 24.

Mobius Fierce
Posted - 2009.08.25 19:01:00 - [73]
 

Originally by: Ishquar Teh'Sainte
EVE doesn't need more "instant projection of power" over several regions. the ability of pilots to move on a whim makes "logistics"/their interception even less important. it's already bad as it is, it doesn't need to be worsened.

just a thought:
you have several regions under your control, your alliance is fighting a war against neighbour A, on monday you engage them on their turf. on tuesday neighbour B decides "hey, they aren't at home, now we could try to sneak in through the 'backdoor'" ... "suddenly" all your pilots are back home and killing off every attempt by B.

the impossibilty to intercept such pilot movements makes controlling travelroutes less important and puts the emphasis of such a conflict on singular spots (like: station-systems, POSes) ... guerilla tactics are useless, large scale battles the only way to achieve anything.


These reasons fail. If you don't realize that you can get back to your home region without using a jump clone you either fail at this game or have never been in a PvP corp that was willing to teach complete noobs like myself which end of the ship was the front. This proposal just makes life more convenient for those of us who have limited time to play and don't always know in advance which nights we'll have free. For what it's worth, this has more to do with implants than logistics. I personally think the whole attribute system should be scrapped (wtf? learning skills) and replaced with drugs to boost learning speed.

velocity7
Posted - 2009.08.25 19:13:00 - [74]
 

/signed

Ms Leonora
Eighth Army
Posted - 2009.08.25 20:32:00 - [75]
 

/Supported

Ishquar Teh'Sainte
Euphoria Released
Merciless.
Posted - 2009.08.25 22:15:00 - [76]
 

Originally by: Mobius Fierce

These reasons fail. If you don't realize that you can get back to your home region without using a jump clone you either fail at this game or have never been in a PvP corp that was willing to teach complete noobs like myself which end of the ship was the front.


1. flying back "manually"
2. "podexpress"

1. can be intercepted and takes time. it's not impossible to fly back to your homeregion, but you have to plan ahead if it's a.) worth to do 30jumps in one direction - especially if you have to move trough hostile territory b.) if it's actually a good idea for an alliance to operate over more than a few regions.

2. can be really expensive. atleast a good drawback for the instantanousness (sp?) of travel.

Shuckstar
Gallente
Hauling hogs
Swine Aviation Labs
Posted - 2009.08.25 23:31:00 - [77]
 

Not supported.

destinationunreachable
Hello Kitty Fanclub
Posted - 2009.08.26 10:21:00 - [78]
 

supported.

Zach 101
Caldari
Caldari Provisions

Posted - 2009.08.30 16:43:00 - [79]
 

Full support!Very Happy

Mirador
Posted - 2009.08.31 16:18:00 - [80]
 

/support in the modified 2 in 48 hours max

CrestoftheStars
Caldari
Recreation Of The World

Posted - 2009.09.04 19:08:00 - [81]
 

Edited by: CrestoftheStars on 04/09/2009 19:08:06
it should be 3 hours reduction per lvl making you have a 5 hours timer when maxed, long enough for you not too use it for forth/back quick combat, but short enough to use it to get out of your expensive implants and in a pvp clone and back after the pvp'ing, make you lose a lot less and thereby motivating players too pvp more

Ninja Troll
Posted - 2009.09.04 19:43:00 - [82]
 

Yes!

24hrs is tarded, mkay!

Dretzle Omega
Caldari
Global Economy Experts
Posted - 2009.09.04 20:26:00 - [83]
 

This is an intentional drawback to the Jump Clone. Yes, you can fly across the entire span of the galaxy in an instant. No, you cannot jump right back. You'll have to take that into consideration before you jump.

If that game mechanic does not work for your play style, then don't use jump clones. Or have something to do at the location of all your jump clones.

LordDerekSegan
Posted - 2009.09.05 01:55:00 - [84]
 

This is a good idea.

Cam Renyolds
Caldari
SUNDERING
Zenith Affinity
Posted - 2009.11.10 09:15:00 - [85]
 

Supported

Nico Terces
Gallente
Posted - 2009.11.10 11:41:00 - [86]
 

I think it's a good idea.

TeaDaze
Agony Unleashed
Agony Empire
Posted - 2009.11.10 12:32:00 - [87]
 

I support the idea of a skill to reduce the JC timer by up to 1 hour per level.

Dave Meltdown
Viziam
Posted - 2009.11.10 23:24:00 - [88]
 

yes for some less hours waiting

Mynxee
Veto.
Veto Corp
Posted - 2009.11.11 22:24:00 - [89]
 

OMG, YES. I've groused about this in the past on my blog. It's a much needed change. My preference is a 2-hour reduction per level. Total reduction should never exceed 12 hours in any event.

Some other ideas/options:

Could require infomorph psychology to level V before you can train it.
Could require a skill AND an implant to make it work...an implant that requires Cybernetics to V.

I'm sure there are others (didn't read the whole thread yet). Anything that forces a choice would be fine. Whatever, but please give us a choice to be able to reduce the time between clone jumps.

Voddick
Posted - 2009.12.22 07:06:00 - [90]
 

Originally by: Santiago Fahahrri
Jump clone use should come with the risk of skill loss, like losing a pod with your clone not updated.


I agree to both the original proposal AND ^^^^^. Think of it as mind shock. there should be some risk involved. Brain thermodynamics if you will. The body in the end has limits. If you push those limits via greed or boredom there should be some risk involved. Love the idea, but it would need a NERF out of the gate.


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